Hey guys
I was just curious as to what are generally accepted workflows when working with character models requiring multiple level's of detail, especially with regards to retaining the same uv sets. Any nudges in the right direction would be appreciated.
Cheers
Replies
Try collapsing edge rings/ single edges rather than outright deleting edge loops. That will average out the vertex positions, so you won't see as much of a jump between LODs. Make sure you preserve enough at joints for animation to still work. So if you're reducing an arm, for example, take away edges from mid bicep and mid forearm more aggressively than from around the shoulder and elbow.
As for how much to reduce, generally go somewhere between two thirds to a half of the polycount of the next highest LOD. For example, a 9000 poly mesh at LOD 0, 5000 at LOD 1, 2500 at LOD 2 etc. It really depends on the game though.